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[Dev] Voidwatch: Response to Feedback
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2012-02-01 13:40:30
I like, I like. I can sell tickets for items I already have and make gil as well.
Server: Fenrir
Game: FFXI
Posts: 11680
By Fenrir.Nightfyre 2012-02-01 13:52:43
You should keep in mind that people may not use stones when they already have the desired item and what not. I doubt ticket prices are going to be anything reasonable, and passing them around for free would obviously be undesirable. It mostly sounds like a solution for, "My mule got the body again," while increasing the number of pieces in existence ever so slightly. Pretty much this. I can cash in on any drops I get that I don't want (finally, a use for Sceamol Band!) in favor of drops I want but don't have, and people with mules can rage slightly less when the mule inevitably gets the drop they were after on their main. If you have everything you want, then you can sell tickets. Increased profit out of VW keeps people using stones, which raises supply of plates and riftdross/cinder. Pretty happy about this change. It's not a direct add-to-pool option like we asked for, but it also gives some additional value to common or unwanted drops.
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Server: Asura
Game: FFXI
Posts: 510
By Asura.Vrytreya 2012-02-01 14:00:04
Should heavy metal plates/pouches purchase-ticketable?
I think this is a good idea, but really, it can go wrong with just setting the number wrong...
At least those unlimited Houyi's Gorget/Fajin Boots can stop at last >.>
Fenrir.Jinjo
VIP
Server: Fenrir
Game: FFXI
Posts: 2269
By Fenrir.Jinjo 2012-02-01 14:01:35
Should heavy metal plates/pouches purchase-ticketable?
What?
Server: Siren
Game: FFXI
Posts: 2215
By Siren.Thoraeon 2012-02-01 14:04:38
Should heavy metal plates/pouches purchase-ticketable?
Pouches are already tradeable, so I would say no.
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-02-01 14:05:02
Not quite what people wanted but still an improvement I guess.
Server: Asura
Game: FFXI
Posts: 2202
By Asura.Karbuncle 2012-02-01 14:17:15
Not quite what people wanted but still an improvement I guess.
You my friend are developers worst nightmare!
This is leaps and bounds in the right direction as far as solving the issues with Voidwatch.
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-02-01 14:18:02
I didn't complain, I stated a fact.
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Server: Asura
Game: FFXI
Posts: 2202
By Asura.Karbuncle 2012-02-01 14:20:10
I guess its the "I guess" Part that makes you sound lethargic or disinterested/unsure that this adjustment being an improvement, it implies uncertainty that this adjustment will improve anything.
My bad though! I'm just reading too much into it.
Server: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2012-02-01 14:21:29
finally, a use for the ten *** thousand houyi's gorgets flying about.
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Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4251
By Ragnarok.Ashman 2012-02-01 14:32:56
finally, a use for Sceamol Band!
Server: Asura
Game: FFXI
Posts: 510
By Asura.Vrytreya 2012-02-01 14:33:07
Now I really hope they don't make Jeuno T3 body or Athos's as ticket for Coruscanti... that will be slap in the face
Server: Fenrir
Game: FFXI
Posts: 11680
By Fenrir.Nightfyre 2012-02-01 14:36:59
Now I really hope they don't make Jeuno T3 body or Athos's as ticket for Coruscanti... that will be slap in the face Athos I can understand since it's not as rare, but why is a T3 body a slap in the face?
Bahamut.Danthebk
Server: Bahamut
Game: FFXI
Posts: 198
By Bahamut.Danthebk 2012-02-01 14:37:41
My fear is that what they actually meant by this post was that, after you get say, your second Dilarem's Sollerets, you can get a "Dilarem Sollerets Ticket" instead, which you can use to exchange six for a pair of Dilarems Sollerets. Requiring you to sell the tickets because you have no use for them, which means you're not progressing to getting your items, you're just able to do something about the items that you keep getting. Rather than a single "Voidwatch Ticket" or "Pil Ticket". I just get this bad feeling that they will screw this up. Just like everything else that sounded good when they first unveiled it.
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4945
By Cerberus.Tikal 2012-02-01 14:39:05
From what I'm reading, I believe he's thinking that there'd be multiple variations of tickets for specific items. e.g. Lux Purgio will give Ticket A, which is used for Dilaram's Sollerets, Ephemeron, and Ace's Mail. Athos's would give Ticket B, which would used for Coruscanti, etc.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-01 14:39:49
Does this mean I can just stop doing VW and buy all the drops? Sweet.
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Bismarck.Ramyrez
Server: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-02-01 14:40:52
Now I really hope they don't make Jeuno T3 body or Athos's as ticket for Coruscanti... that will be slap in the face
I have a Akvan magery body that is just sitting in my inventory making me feel like a douche for having because none of my mage friends who really want it have it despite ludicrous numbers of Akvan having been done. Same for them or mules who have Kaggen's body that they can't use with me having done ridiculous numbers of him. I think I've thrown out 10 Mantis Eyes.
I will GLADLY trade it in for things I don't have yet.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-01 14:42:22
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest).
Bismarck.Ramyrez
Server: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-02-01 14:43:29
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest).
That's how I'm understanding it.
Which still means mules with bodies.
But it will help -some-. I do know people who have seen Mekira body more than once. On a mule.
Ugh.
Caitsith.Sai
Server: Caitsith
Game: FFXI
Posts: 702
By Caitsith.Sai 2012-02-01 14:45:48
My fear is that what they actually meant by this post was that, after you get say, your second Dilarem's Sollerets, you can get a "Dilarem Sollerets Ticket" instead, which you can use to exchange six for a pair of Dilarems Sollerets. Requiring you to sell the tickets because you have no use for them, which means you're not progressing to getting your items, you're just able to do something about the items that you keep getting. Rather than a single "Voidwatch Ticket" or "Pil Ticket". I just get this bad feeling that they will screw this up. Just like everything else that sounded good when they first unveiled it.
No fear required. This is exactly what they meant.
Caitsith.Sai
Server: Caitsith
Game: FFXI
Posts: 702
By Caitsith.Sai 2012-02-01 14:47:58
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest).
T3 body tickets will probably be like 2-4 mil a piece I'm guessing.
Server: Fenrir
Game: FFXI
Posts: 11680
By Fenrir.Nightfyre 2012-02-01 14:51:54
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest).
That's how I'm understanding it.
Which still means mules with bodies.
But it will help -some-. I do know people who have seen Mekira body more than once. On a mule.
Ugh. I (and no doubt others; tl;dr'd the OF discussion) asked if they'll alow converting drops we already have into tickets too, hopefully we can get a response on that soon. Also looking for some clarification on how the tickets system itself will work. The more limited the pool of items you can get with any ticket the less significant this is going to be, but I'm trying to be optimistic about it.
Bismarck.Ramyrez
Server: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-02-01 15:02:31
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest). T3 body tickets will probably be like 2-4 mil a piece I'm guessing.
I'd guess a little more given the cost of HQ bodies on the AH.
Bismarck.Ramyrez
Server: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2012-02-01 15:03:59
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest). That's how I'm understanding it. Which still means mules with bodies. But it will help -some-. I do know people who have seen Mekira body more than once. On a mule. Ugh. I (and no doubt others; tl;dr'd the OF discussion) asked if they'll alow converting drops we already have into tickets too, hopefully we can get a response on that soon. Also looking for some clarification on how the tickets system itself will work. The more limited the pool of items you can get with any ticket the less significant this is going to be, but I'm trying to be optimistic about it.
Any improvement is a good one at this point, but hopefully it's enough of one to have a significant increase in desired drops.
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Leviathan.Phenomena
Server: Leviathan
Game: FFXI
Posts: 1922
By Leviathan.Phenomena 2012-02-01 15:06:09
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest). T3 body tickets will probably be like 2-4 mil a piece I'm guessing.
I'd guess a little more given the cost of HQ bodies on the AH.
no, HQs are around 8-10mil. dev team said so far you will need 5-6 tickets (not confirmed could be less but that gives us an estimate) so 2-4 mil is accurate
Leviathan.Joyroth
Server: Leviathan
Game: FFXI
Posts: 161
By Leviathan.Joyroth 2012-02-01 15:12:59
I think this will draw more peeps to do the other NM's that you don't seen too much.
Bismarck.Hsieh
Server: Bismarck
Game: FFXI
Posts: 709
By Bismarck.Hsieh 2012-02-01 15:15:42
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest). T3 body tickets will probably be like 2-4 mil a piece I'm guessing.
I'd guess a little more given the cost of HQ bodies on the AH. Not necessarily true if the vouchers causes the HQ bodies to drop. They should add a destroy chest option to keep players from waiting. Bye bye logs.
Server: Fenrir
Game: FFXI
Posts: 11680
By Fenrir.Nightfyre 2012-02-01 15:17:59
The chest already depops if everyone runs out of range.
Leviathan.Joyroth said: »I think this will draw more peeps to do the other NM's that you don't seen too much. How do you figure? Drop rates are equivalent, if you can only destroy drops you already have then it makes the most sense to keep spamming the same NMs. Even if they let you ticket drops without already having one, it would be better to be able to both accumulate tickets and have a shot at the drop you actually want.
Server: Bahamut
Game: FFXI
Posts: 642
By Bahamut.Fistandantilus 2012-02-01 15:42:34
I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest). T3 body tickets will probably be like 2-4 mil a piece I'm guessing. I'd guess a little more given the cost of HQ bodies on the AH. Not necessarily true if the vouchers causes the HQ bodies to drop. They should add a destroy chest option to keep players from waiting. Bye bye logs.
Excellent suggestion.
A) Remove all items
B) Discard all items
Take out what you want, then click discard all. No more waiting while you ask people to clear the box. Although if you can't get people to perform the simple task of walking out of range if they already have a rare/ex item on them, and in the chest hopefully this prompt right in their face where they are checking the pool will expedite the process.
Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2012-02-01 15:47:34
Bahamut.Fistandantilus said: »I think it sounds like you have to get the ticket from the chest, as in, you can't get the ticket unless you already have the item (can't remove from chest). T3 body tickets will probably be like 2-4 mil a piece I'm guessing. I'd guess a little more given the cost of HQ bodies on the AH. Not necessarily true if the vouchers causes the HQ bodies to drop. They should add a destroy chest option to keep players from waiting. Bye bye logs. Excellent suggestion. A) Remove all items B) Discard all items Take out what you want, then click discard all. No more waiting while you ask people to clear the box. Although if you can't get people to perform the simple task of walking out of range if they already have a rare/ex item on them, and in the chest hopefully this prompt right in their face where they are checking the pool will expedite the process.
Ranging doesn't work. FYI
01-10-2012 03:02 PM | Camate | Community Rep | |
| Thanks so much for all the feedback regarding Voidwatch.
I have a couple responses to some of the suggestions and opinions that have been stated. (Sorry it’s a bit long)
Drop rates of equipment for each chapter
There are no drop rate differences for equipment in chapter 1, 2, or 3. Each has the same amount of rarity and there are no differences between chapters.
Bonuses for players who spawn the monster
It would be possible to look into this if other players who pay the costs received the same effects, for example, receiving the same benefits when using the maximum amount of cells. On the other hand, we are not thinking about offering special benefits just for spawning the monster. In extreme cases, only the player spawning the monster would consume Voidstones and continuous battles could take place which would eliminate the good point of Voidwatch where each member receives their own reward and would also develop long claim times.
Cruor needed for atmacite upgrades
For the amount of cruor needed to upgrade atmacites, the idea was not to acquire these beforehand in Abyssea, but to upgrade atmacites while receiving cruor as rewards for Voidwatch. In order to save cruor, it’s possible to increase the amount gained by using cells or participate in battles without spending Voidstones just for cruor rewards.
In regards to other feedback we have received, especially about the areas we plan to focus on to address, I would like to go over the planned adjustments.
Weaknesses and rewards
Since exploiting a monsters weakness is directly linked to the rewards, it seems like players are focusing on creating parties that can quickly defeat monsters whose weaknesses can be exploited easily. As we would like players to utilize weaknesses as an element of strategy, we would also like players to have fun on a larger scale, so we will be looking into making it so that the connection between exploiting weaknesses and the rewards received are not too strong.
Weakness revamps
In order to create battles that can be completed without relying on temporary items, we are planning to revamp weaknesses as well as adjust the distribution of temporary items.
Also, in regards to cases where the weakness is difficult or due to your setup you cannot exploit it even though you determined what it is, we are planning to perform appropriate adjustments. Though we have already received quite a bit of feedback on weakness, if there are any others you would like us to look into please submit your feedback.
Addition of option to destroy rewards
Currently, players need to receive all the rewards at once; however, since it is inconvenient when there is a rare item that you already possess and you are unable to receive the rewards, we will be making it possible to get rid of the item without obtaining it. We are planning to implement this during this week’s test server update.
Subsequent follow-ups
Depending on the route/monster (also depending on players), they are becoming split into popular/unpopular, so we will be continuing to find ways to make it so it will be easy for players that take on these routes later to gather party members.
Also for players that have already cleared these routes, there are already benefits for them to re-do them, such as being able to participate without spending Voidstones and receiving cruor/XP rewards; however, since we feel this isn’t enough, we will be looking into other benefits to participate in fights that have already been completed.
Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback. | |
01-16-2012 04:39 PM | Camate | Community Rep | |
| Hey everyone!
Thank you for all of your feedback.
I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.
Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.
Freezing issue in certain zones
A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo (S). This issue is being addressed with the highest priority.
As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo (S) in a different area.
Battle adjustments
Quote: My opinion on Voidwatch is that it is content in which the player must proc weaknesses with the correct timing and use temporary items wisely.
That is exactly what our idea for Voidwatch was at the time of first implementation.
However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.
As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.
※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.
The separation of exploiting weakness and loot
A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
※It would be possible to raise these values even more through ascent items. As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot. | |
01-18-2012 04:34 PM | Camate | Community Rep | |
| Howdy!
I would like to make an addition to a planned adjustment that was announced earlier.
The issue at hand is the highest priority issue that we would like to address first before we make any other adjustments. There are many other adjustments we would like to make, but if we make too many adjustments at once, the following issues may occur:
The balance is shifted too quickly, possibly making the game worse
It is difficult to see improvement because too many changes are made
An unexpected adverse effect occurs due to the changes overlapping
To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.
In response to us making adjustments in stages, many of you may feel that we are not making enough adjustments, but we hope you understand that our plan is to continuously make adjustments.
Also, when leaving feedback I would like to ask that you provide detailed opinions with suggestions for improvement, rather than simply stating whether you like or dislike a proposed adjustment. This would be very helpful for us.
Now, I will address some feedback that has been submitted.
Quote: I personally like the separation of weaknesses and loot, but I feel like this leads to players simply switching to their strongest jobs to finish content. We understand your concern that players will simply switch to their strongest jobs due to the removal of the necessity to proc weaknesses and we’re carefully planning to address this issue.
In order to avoid content becoming monotonous, an idea we are looking into is not completely separating weakness and loot by increasing the maximum bonus attained through cells and other ascent items. As a result, if there are few players involved, using cells will replace having to proc weakness, and for larger parties, it would be possible to avoid paying the high cost for cells by procing weakness as usual.
We may discover some issues with the above proposal upon our extensive review, but we believe that if we completely separate weakness and loot, it is inevitable that players will lean toward using only their strongest jobs.
In order to allow creative freedom in battle, it is necessary to improve the effects of procing weakness, so that it is more enjoyable to use various tactics to proc weaknesses rather than resorting to using the strongest job available. This is a long term goal for us, so it is not possible to make this change all at once, but we will be taking steps one by one to achieve this goal.
Please let us know what you think. | |
01-23-2012 02:22 PM | Camate | Community Rep | |
| Greetings!
We will be implementing the below adjustments to Voidwatch during this week’s test server update.
Addition of same battle content as Route: Jeuno 2 - Fort Karugo-Narugo (S) to Beaucedine Glacier.
※Beaudedine Glacier has been added to the list of teleports offered by the Atmacite Refiner.
※The above addition is a provisional change.
We will continue to make adjustments as we see how the current AoE damage adjustments affect battles going forward, so please be sure to submit any feedback you have. | |
01-26-2012 01:43 AM | Gildrein | Community Rep | |
| [dev1075] Voidwatch Adjustments
*The following content is in development. Specific details may differ from the release version.
The Jeuno II Voidwatch operation at Fort Karugo-Narugo (S) may also be undertaken at Beaucedine Glacier.
*Beaucedine Glacier will be added as a destination to Atmacite Refiner teleportation menus.
*This is a temporary measure.
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